/Engine/Source/Runtime/Engine/Public/Audio.h
Structure encapsulating all information required to play aUSoundWaveon a channel/source. This is required as a singleUSoundWaveobject can be used in multiple active cues or multiple times in the same cue.
struct FWaveInstance
float
AbsoluteAzimuth
The absolute position of the wave instance relative to forward vector of listener.
FActiveSound&#...
ActiveSound
Active Sound this wave instance belongs to
float
AmbientZoneFilterFrequency
The low pass filter frequency to use due to ambient zones.
float
AttenuationDistance
Distance over which the sound is attenuated.
float
AttenuationHighpassFilterFrequency
The high pass filter frequency to use due to distance attenuation. (using in audio mixer only)
float
AttenuationLowpassFilterFrequency
The low pass filter frequency to use due to distance attenuation.
UAudioLinkSetti...
AudioLinkSettingsOverride
uint32: 1
bAlreadyNotifiedHook
Whether the notify finished hook has been called since the last update/parsenodes
uint32: 1
bApplyRadioFilter
Set to true if the sound nodes state that the radio filter should be applied
uint32: 1
bCenterChannelOnly
Whether or not this sound class forces sounds to the center channel
uint32:  1
bEnableBaseSubmix
Whether or not to render to the main submix
uint32:  1
bEnableBusSends
Whether or not to enable sending this audio's output to buses.
uint32: 1
bEnableLowPassFilter
Whether or not to enable the low pass filter
uint32:  1
bEnableSourceDataOverride
Whether or not to use source data overrides
uint32:  1
bEnableSubmixSends
Whether or not to enable Submix Sends in addition to the Main Submix
uint32: 1
bIsAmbisonics
Whether or not this wave instance is ambisonics.
uint32: 1
bIsFinished
Whether wave instanced is finished
uint32: 1
bIsMusic
Whether or not this wave is music
uint32: 1
bIsOccluded
Whether or not the sound is occluded.
uint32: 1
bIsPaused
Whether or not this sound is manually paused
uint32: 1
bIsStarted
Whether wave instanced has been started
uint32: 1
bIsStopping
Whether or not this wave instance is stopping.
uint32: 1
bIsUISound
Whether or not this sound plays when the game is paused in the UI
uint32: 1
bReportedSpatializationWarning
Prevent spamming of spatialization of surround sounds by tracking if the warning has already been emitted
uint32: 1
bReverb
Whether or not this wave has reverb applied
bool
bShouldSourceBufferListenerZeroBuffer
bool
bShouldUseAudioLink
AudioLink Opt in
uint32:  1
bSpatializationIsExternalSend
Whether the spatialization method is an external send
TArray<FSoundS...
BusSends
The source bus and/or audio bus sends.
int32
EnvelopeFollowerAttackTime
The envelope follower attack time in milliseconds.
int32
EnvelopeFollowerReleaseTime
The envelope follower release time in milliseconds.
float
LFEBleed
The amount of a sound to bleed to the LFE channel
float
ListenerToSoundDistance
The distance from this wave instance to the closest listener.
float
ListenerToSoundDistanceForPanning
The distance from this wave instance to the closest listener. (ignoring attenuation override)
FVector
Location
Current location
ELoopingMode
LoopingMode
Looping mode - None, loop with notification, forever
float
LowPassFilterFrequency
The low pass filter frequency to use
float
ManualReverbSendLevel
TODO remove
float
NonSpatializedRadiusEnd
At what distance we are fully non-spatialized
ENonSpatialized...
NonSpatializedRadiusMode
How we are doing the non-spatialized radius feature.
float
NonSpatializedRadiusStart
At what distance we start transforming into non-spatialized soundsource
FNotifyBufferFi...
NotifyBufferFinishedHooks
Sound nodes to notify when the current audio buffer finishes
float
OcclusionFilterFrequency
The low pass filter frequency to use if the sound is occluded.
UOcclusionPlugi...
OcclusionPluginSettings
The occlusion plugin settings to use for the wave instance.
EAudioOutputTar...
OutputTarget
Which output target the sound should play on.
float
Pitch
Current pitch scale.
float
PlaybackTime
The playback time of the wave instance. Updated from active sound.
float
Priority
An audio component priority value that scales with volume (post all gain stages) and is used to determine voice playback priority.
TUniquePtr<Aud...
QuantizedRequestData
Quantized Request data
float
RadioFilterVolume
Volume of the radio filter effect
float
RadioFilterVolumeThreshold
The volume at which the radio filter kicks in
UReverbPluginSo...
ReverbPluginSettings
The occlusion plugin settings to use for the wave instance.
float
ReverbSendLevel
The output reverb send level to use for tje wave instance.
TObjectPtr<USo...
SoundClass
Sound class
float
SoundClassFilterFrequency
The low pass filter frequency to use from sound class.
USoundSubmixBas...
SoundSubmix
Sound submix object to send audio to for mixing in audio mixer.
TArray<FSoundS...
SoundSubmixSends
Sound submix sends
FSharedISourceB...
SourceBufferListener
Source Buffer listener
USourceDataOver...
SourceDataOverridePluginSettings
The source data override plugin settings to use for the wave instance.
USoundEffectSou...
SourceEffectChain
Sound effect chain
ESoundSpatializ...
SpatializationMethod
Which spatialization method to use to spatialize 3d sounds.
USpatialization...
SpatializationPluginSettings
The occlusion plugin settings to use for the wave instance.
float
StartTime
An offset/seek time to play this wave instance.
float
StereoSpread
Amount of spread for 3d multi-channel asset spatialization
TArray<FAttenu...
SubmixSendSettings
The submix send settings to use.
uint8
UserIndex
User / Controller index that owns the sound
float
VoiceCenterChannelVolume
Voice center channel volume
TObjectPtr<USo...
WaveData
Wave data
UPTRINT
WaveInstanceHash
Hash value for finding the wave instance based on the path through the cue to get to it